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Superheroes are a hot commodity -- why aren't superhero RPG's?
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<blockquote data-quote="Argyle King" data-source="post: 7124085" data-attributes="member: 58416"><p>I think it is difficult to design superheroes in a way which are true to the source material while also providing some semblance of balanced play. While supers of different power levels regularly work together in comics or movies, those mediums are typically governed by plot devices and a linear narrative which are typically not part of an enjoyable tabletop gaming experience. In comic books, Batman and Superman are equals; in a game where the players are free to make their own choices, someone like Superman is a god compared to a lot of other characters.</p><p></p><p>Personally, I've had success running superhero games at the "street level." By that I mean that heroes are definitely beyond ordinary and normal, but they aren't invincible or godlike. I like to use a system in which even the gonzo powers of a superhero can be made to kinda make sense, and by "make sense" I mean define them in a way which is tangible and measurable rather than simply being a plot device. I enjoy that and prefer that because I believe it makes for a better gaming experience, but it also seems to be a style that not many other people I've met are on-board with because "superheroes" usually conjures images of characters at the higher end of the spectrum.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7124085, member: 58416"] I think it is difficult to design superheroes in a way which are true to the source material while also providing some semblance of balanced play. While supers of different power levels regularly work together in comics or movies, those mediums are typically governed by plot devices and a linear narrative which are typically not part of an enjoyable tabletop gaming experience. In comic books, Batman and Superman are equals; in a game where the players are free to make their own choices, someone like Superman is a god compared to a lot of other characters. Personally, I've had success running superhero games at the "street level." By that I mean that heroes are definitely beyond ordinary and normal, but they aren't invincible or godlike. I like to use a system in which even the gonzo powers of a superhero can be made to kinda make sense, and by "make sense" I mean define them in a way which is tangible and measurable rather than simply being a plot device. I enjoy that and prefer that because I believe it makes for a better gaming experience, but it also seems to be a style that not many other people I've met are on-board with because "superheroes" usually conjures images of characters at the higher end of the spectrum. [/QUOTE]
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Superheroes are a hot commodity -- why aren't superhero RPG's?
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